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Author

Christophe Bortolaso

Other affiliations: University of Toulouse
Bio: Christophe Bortolaso is an academic researcher from Queen's University. The author has contributed to research in topics: Computer science & Usability. The author has an hindex of 7, co-authored 37 publications receiving 148 citations. Previous affiliations of Christophe Bortolaso include University of Toulouse.

Papers
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Proceedings ArticleDOI
06 Oct 2013
TL;DR: The key design insights were that such a process is required to resolve the tension between simplicity and functionality, that information should be displayed close to the point of the user's touch, and that collaboration around maps cannot be adequately solved with a single form of zooming.
Abstract: This paper presents the design of OrMiS, a tabletop application supporting simulation-based training. OrMiS is notable as one of the few practical tabletop applications supporting collaborative analysis, planning and interaction around digital maps. OrMiS was designed using an iterative process involving field observation and testing with domain experts. Our key design insights were that such a process is required to resolve the tension between simplicity and functionality, that information should be displayed close to the point of the user's touch, and that collaboration around maps cannot be adequately solved with a single form of zooming. OrMiS has been evaluated by domain experts and by officer candidates at a military university.

36 citations

Proceedings ArticleDOI
16 Nov 2014
TL;DR: This paper reports on two studies in the context of military planning, one in a controlled environment and one in an open-ended scenario carried out by domain experts, showing how the success of different techniques is sensitive to the form of collaboration and to the proximity of work on the table.
Abstract: Digital tabletops have become a natural medium for collaborative planning activities involving maps. Such activities are typically mixed-focus, where users switch between high-level and detailed views of the map and between individual and collaborative work. A wide range of view-sharing techniques such as lenses, zooming and radar views provide both shared and individual access to the same workspace. However, it is not yet sufficiently clear how the choice of view techniques affects collaboration in mixed-focus scenarios. In this paper, we explore the effect of different view techniques on collaborative map-based tasks around tables. We report on two studies in the context of military planning, one in a controlled environment and one in an open-ended scenario carried out by domain experts. Our findings show how the success of different techniques is sensitive to the form of collaboration and to the proximity of work on the table.

21 citations

Journal ArticleDOI
TL;DR: The existing uses of MDE in HCI are summarized before focusing on five major benefits MDE can provide in a MIS development context, and which MDE tools and resources form the pillars of the success of an MDE-based MIS development approach.

10 citations

Journal ArticleDOI
TL;DR: The goal is to propose a well identified set of steps for accompanying the development of mixed interactive exhibits in Museums, to document them and to suggest the most appropriate tools for each step and to present different mechanisms and settings for evaluating visitors’ experience.
Abstract: This paper describes the four steps of a codesign process dedicated to the development of mixed interactive exhibits in Museums. The goal is to propose a well identified set of steps for accompanying the development of such systems, to document them and to suggest the most appropriate tools for each step. Based on a concrete design experience of a mixed interactive system in a museum, each step is illustrated and design decisions are highlighted with regards to the steps of the design process. A comparison of our codesign process with similar approaches applied in the field of interactive software engineering, participatory design or museum codesign is then performed; lessons learnt from the use of the process highlight benefits and limitations. Tightly coupled to this process, we then present different mechanisms and settings for evaluating visitors’ experience. Such mechanism involves lab and field activities requiring different methodologies and technical platforms. These formative evaluation activities are illustrated through some results of document-based usability inspections, user tests, field experiments and field studies. This paper reports lessons learnt and descriptive results of the prototype evaluations. Finally, we propose the ways for improving the use of codesign and evaluation of mixed interactive museographic exhibits.

9 citations

Book ChapterDOI
01 Jan 2010
TL;DR: This chapter presents a domain-specific development process that goes beyond ad hoc approaches and attempts to overcome barriers between different types of developer expertise, through a set of connections between steps of the MIS development process.
Abstract: Taking advantage of the physical objects surrounding the user and the human ability to manipulate them fosters the development of multiple, new and advanced interaction techniques, called mixed interactive systems (MIS). Much work has been done to address specific aspects of the development of MIS. However, there is still no unifying conceptual framework to link these contributions and that presents a global approach for the development of MIS. In this context, this chapter presents a domain-specific development process that goes beyond ad hoc approaches and attempts to overcome barriers between different types of developer expertise, through a set of connections between steps of the MIS development process. Furthermore, to facilitate iteration in the design, these connections are observable, thus allowing a designer to review their decisions. The development process is illustrated via a concrete museum application.

9 citations


Cited by
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Journal ArticleDOI
TL;DR: In this paper, the Shand-McDougall concept of sentiment is taken over and used in the explanation of moral motivation, which is reinforced by social pressures and by religion, treating as an effort of finite man to live in harmony with the infinite reality.
Abstract: In his Preface the author' says that he started out to review all the more important theories upon the topics ordinarily discussed under human motivation but soon found himself more and more limited to the presentation of his own point of view. This very well characterizes the book. It is a very personal product. It is an outline with some defense of the author's own thinking about instincts and appetites and sentiments and how they function in human behavior. And as the author draws so heavily upon James and McDougall, especially the latter, the book may well be looked upon as a sort of sequel to their efforts. There is a thought-provoking distinction presented between instinct and appetite. An instinct is said to be aroused always by something in the external situation; and, correspondingly, an appetite is said to be aroused by sensations from within the body itself. This places, of course, a heavy emphasis upon the cognitive factor in all instinctive behaviors; and the author prefers to use the cognitive factor, especially the knowledge of that end-experience which will satisfy, as a means of differentiating one instinct from another. In this there is a recognized difference from McDougall who placed more emphasis for differentiation upon the emotional accompaniment. The list of instincts arrived at by this procedure is much like that of McDougall, although the author is forced by his criteria to present the possibility of food-seeking and sex and sleep operating both in the manner of an appetite and also as an instinct. The Shand-McDougall concept of sentiment is taken over and used in the explanation of moral motivation. There is the development within each personality of a sentiment for some moral principle. But this sentiment is not a very powerful motivating factor. It is reinforced by social pressures and by religion, which is treated as an effort of finite man to live in harmony with the infinite reality. Those whose psychological thinking is largely in terms of McDougall will doubtless find this volume a very satisfying expansion; but those who are at all inclined to support their psychological thinking by reference to experimental studies will not be so well pleased. The James-Lange theory, for example, is discussed without mention of the many experimental studies which it has provoked. Theoretical sources appear in general to be preferred to experimental investigations.

1,962 citations

08 Nov 2014
TL;DR: A knowledge representation schema for design called design prototypes is introduced and described to provide a suitable framework to distinguish routine, innovative, and creative design.
Abstract: A prevalent and pervasive view of designing is that it can be modeled using variables and decisions made about what values should be taken by these variables. The activity of designing is carried out with the expectation that the designed artifact will operate in the natural world and the social world. These worlds impose constraints on the variables and their values; so, design could be described as a goal-oriented, constrained, decision- making activity. However, design distinguish- es itself from other similarly described activities not only by its domain but also by additional necessary features. Designing involves exploration, exploring what variables might be appropriate. The process of explo- ration involves both goal variables and deci- sion variables. In addition, designing involves learning: Part of the exploration activity is learning about emerging features as a design proceeds. Finally, design activity occurs within two contexts: the context within which the designer operates and the context produced by the developing design itself. The designer’s perception of what the context is affects the implication of the context on the design. The context shifts as the designer’s perceptions change. Design activity can be now characterized as a goal-oriented, con- strained, decision-making, exploration, and learning activity that operates within a con- text that depends on the designer’s percep- tion of the context.

1,697 citations

Journal ArticleDOI
TL;DR: It is generally believed that the teacher is the nation builder as mentioned in this paper, and therefore it is important that these same issues be addressed with access to the necessary resources or controls for small business.

970 citations

17 Mar 2011
TL;DR: Reading user centered system design is a good habit; you can develop this habit to be such interesting way to be one of guidance of your life.
Abstract: Will reading habit influence your life? Many say yes. Reading user centered system design is a good habit; you can develop this habit to be such interesting way. Yeah, reading habit will not only make you have any favourite activity. It will be one of guidance of your life. When reading has become a habit, you will not make it as disturbing activities or as boring activity. You can gain many benefits and importances of reading.

239 citations